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Eyrie of the Storm Master (revision for HQ-HEROES&VILLAINS)

PostPosted: August 23rd, 2017, 3:58 am
by knightkrawler
This is my revision of "Eyrie of the Storm Master" for HQ - Heroes & Villains.
It is intended to be a stand-alone difficult quest to be sprinkled where the heroes are quite powerful.
Didn't change much mechanically, but the big kahoona is now a Beastman Elementalist Shaman.

Statwise, for those who are not familiar with HQHV, Mongrels are your typical Warhammer Gors (Beastmen)
with the stats of the HQ Orcs.
Because the minis I chose for my Orcs ( Rackham Confrontation) are so bulky and big, they take the stats of the HQ Fimir.
And as available Fimir replacement figures are of different sizes, they will receive their own stats and expansion once I have figures for them.

But I digress...
Enjoy, feedback welcome as always.

Re: Eyrie of the Storm Master (revision for HQ-HEROES&VILLAI

PostPosted: January 23rd, 2018, 3:57 am
by Daedalus
". . . 7*Mentor then hurridely teleports the heroes out. Each surviving hero will be rewarded with 180 :2cents: . Companions still alive at this point are left in the aerie and die. "

Mentor, your inner Morcar is showing.

Re: Eyrie of the Storm Master (revision for HQ-HEROES&VILLAI

PostPosted: January 23rd, 2018, 6:32 am
by Pancho
Heroquest Mercenaries/Men-at-arms live an extremely precarious existence.

I've lost count of the number of Quests I've seen which start or end with the words "Any men-at-arms accompanying the Heroes are automatically killed" :o

Re: Eyrie of the Storm Master (revision for HQ-HEROES&VILLAI

PostPosted: January 23rd, 2018, 2:02 pm
by knightkrawler
it's the way to go. they should be a gimmick to offer a few ways to play differently. that's why i make sure the heroes can't demand to start a quest with MAA where they would OP them.

Re: Eyrie of the Storm Master (revision for HQ-HEROES&VILLAI

PostPosted: January 23rd, 2018, 5:04 pm
by Pancho
In regards to overpowered men-at-arms, I distinctly remember in my teens trudging through WOM with the feeling that my hirelings were extremely brittle.
One measly body point?! What am I, some kind of Morcar? At least Morcar didn't have to shell out lots of gold for his brittle minions.
Needless to say, my men-at-arms these days have 2 body points (as do some of the monsters). They can at least jump over the very first pit trap that they come a cross and not die...

Re: Eyrie of the Storm Master (revision for HQ-HEROES&VILLAI

PostPosted: January 23rd, 2018, 5:13 pm
by knightkrawler
Yeah, I recall situations where I led with my hero for the men-at-armseseseses safe passage.
What cucks they were!
Now they have two body points in my game, too. Some have three, but they are more expensive of course.
I made individual cards for individual, staggered-stats mercenaries.

Re: Eyrie of the Storm Master (revision for HQ-HEROES&VILLAI

PostPosted: January 23rd, 2018, 6:17 pm
by knightkrawler
Daedalus wrote:Mentor, your inner Morcar is showing.


It's probably well known by now that I think Mentor and Morcar are one and the same person. So there. |_P

Re: Eyrie of the Storm Master (revision for HQ-HEROES&VILLAI

PostPosted: January 23rd, 2018, 7:00 pm
by Daedalus
Well known by me, too. ;) I figured the kill-off was for mechanics/balance, but thematically it could foreshadow a Mentor/Morcar story arc as well (not that it is your purpose.)

This discussion has helped confirm for me the NA Mercenary Body Points and hire rule. I'm glad it was elaborated.